Go to the worldmap, hover each mapname (divinity reach is somewhat glitchy), check the completion bar.
Well, I grew accostum to the “new” system. It’s to prevent zerging – as said before multiple times. But simply implementing it the way it currently is, is too harsh.
- Make it easier to go out of combat. In some cases you need to walk 2 mins and so on.
- Make reviving dead players 50% faster (in dungeons). Encourage us to try reviving, even as last man standing.
- Make some waypoints. Most dungeons/ paths lack alot of those. You really want us to farm CoF1, don’t you?
- If you wipe on a boss, make it retain 10% of the damage damage cause in the try. So if you manage to damage the boss to 10% of its maxHP, it should start round 2 with 91% HP instead of 100%. Round 3 would be ~83% (you damaged from 91% to 10% = 81% damage, 10% of it is 8.1%). Not to kitten the bosses, but to encourage players to retry the boss even after failing 5 times. Some bosses just want you to quit with the wrong team. And I think after trying ten times, you deserve a bonus …
And akitteng thru the night every day rewards players with tokens for an exotic and over a gold each? nty
as I said, you’d need five players to a#f#k and the auto-a#f#k-kick would prevent this.
His system is for gold AND tokens…
Except it only DR’s dungeon reward money. In real CoF runs this drops like a rock anyway. Your real money is from all the scripted silver drops from bosses.
The system would not be to nerf CoF1 (well, toning it down a bit), but mainly for rewarding going somewhere else.
First you want more tanky, then you want more mobility. Do you want a cheetaphant ?
But actually, guardian is find as it is.
Go Necro, use Dagger offhand and transfer the cripple to mobs
But yeah … I’d also like to know if this is intentional or not.
It hasn’t been working since two patches ago …
saying “not hard to fix” is questionable anymore.
But I’m also waiting … If not, I’d also be happy to replace the runes … but ANet just ignores this issue …
Yeah, while I like the skill, it’s utterly useless in anything other than a 1v1 dueling scenario.
This. Also it being on a block is really weak.
I don’t mind the block honestly. Just have to use it properly.
No, from PvE perspective, putting it on a block skill is really a bad design. In PvP, players keep moving, but mobs not.
Ranged blocked mobs stay ranged. Melee blocked mobs stay melee.
In both scenarios you’d have to provoke a block and then run away. We are not thiefs …
I think something would be cool for mantras is a trait that reduced/eliminated the cast time… Everyone can agree that the instant effects of mantras are pretty sweet in some cases however the cast times are just soooo long even with the reduction in the recent patch. I think a trait to make them instant prep (like guardian meditations) would be extremely helpful… The only mantra that this might be too much for is MOP in the right build because its just constant damage spikes.
Removing their casttime would be the opposite of the design.
ANet lowered Mantras’ casttime twice. Honestly, I was fine with 4s (and 2s underwater ). It requires management and thinking. Alot players don’t like this playstyle.
Technically HealingMantra is far better than EtherFeast, but you sacrifice a bit since you can’t do other things while casting 2.75s.
Speaking for a PvE perspective of a mantra user:
- Due to trait synergy I’d never ditch HealingMantra and Mantra of Pain right now
- The effect/ cooldown is great for all mantras (maybe except daze), but for that they require long casting
- The 2.75s casttime is fine. You’re not able to do things, which is balanced (see above), yet it feels awkward for outstanders. I mean I stand beside a downed player and first have to charge my healing mantra. The downed player would usually think “why did he walk here and not do anything?”. Maybe charging mantra could receive a bit more visual effect.
- Not being able to do anything while casting. Similar as above. It is justified, yet lacks something. Vulnerable to interrupts and such might be fine, but the “unfair part” (in my eyes) is that you can’t dodge or swap weapons. The only thing you can so is to use other mantras or blink away while casting. Using other mantras just cause another CD, using mantra of stability to charge another mantra doesn’t work by design and blinks CD is too high for using it out of emergency. Allow us to dodge, weaponswap or grant us stability (instead of 400 toughness) or aegis with reasonable duration/ cooldown.
- Inconsistency with Dueling XI. You get rewarded for not using mantras. So you charge them and not use them? That’s a weird concept. You want us to us a single charge and then use autoattack? Not saying the trait is bad, but it’s somewhat against the concept of mantras.
- Single charges bind you. If you use a single charge in a combat with a mob, what to do with the other charge? Either rework it, or give us a possibility to recharge a single charge with reduced cast/CD.
My two cents.
Thanks for testing Baa.
Thanks for randomizing our skills, ANet. As mesmer, we’re all focussed on gambling.
The stakitten damage is 50/50. 50% from direct damamge, 50% from conditions. That why it “feels” so weak, while actually dealing more damage than GS (comparing #1).
If you ask for any build, there’re tons in this subforum, just check them out. If you want a personalized build, you better state your personal traits. What to focus on, which skills you like and such.
In GW2 all classes can be played differently. Not better or worse than other builds, but different.
You can’t make skills ally-targeted.
Why not? Let’s break the mold!
The current way of coding doesn’t allow this. There’s no healing class, abilities which affect allies are AoE (or Guardians “teleport to ally with lowest health”), targeted spells automatically target an enemy when using the button.
And it’d be very awkward to implement this and you keep spamming all your skills into CD until you realize, you misclicked and targeted an ally.
The cooldown on condition cleansing utilities is the largest problem. If you don’t put points in inspiration or chaos (e.g. you run a 20/20/0/0/30 shatter build) you are basically stuck with mantra of resolve…yuck.
I’d love it if they moved some traits around. Shattered conditions should probably be available in shatter builds for example.
Even without traits, mesmers still have iDisenchanter, Nullfield and CleanseningMantra. Please name another class with so many removal skills.
And no, iDisenchanter and CleanseningMantra have reasonable cooldowns.
This class has got be the slowest one iv yet to go through.
There seem to be such a large gap between cooldowns and continuity of a fight(s). Especially compared to the other classes iv played.Well ill stick with it for abit longer, hopefully the end reward gets better.
Become lvl40, deceptive evasion, done. Before that, suffer.
You can’t make skills ally-targeted.
I prefer the current system over ground-targeted. Just increase the size a bit for oversized mobs.
So less skillful, efficient players should be rewarded more than honed, veteran players? What if an experienced guild group wants to run with experienced players through a dungeon? Should they not be rewarded equally, if not more handsomely? What about players that are doing the exploited dungeons the proper way? I don’t think anyone should be rewarded or penalized based on the efficiency of other players that are not associated with them at all. This is why there is a standardized rewards system.
The problem is in the dungeon design, not the rewards system.
Did you actually read more than the topic?
10mins run → 37 tokens
30mins run → 64 tokens
2×10min runs → 74 tokens
3×10min runs → 111 tokens
So such an “experienced troop” would get almost twice the amount of tokens in the same time as an “unexpecienced group” (Instead od thrice.). It’s not rewarding for being slower, guys.
Why reward CoF1 (which is really complex and only for veteran players …) better than all other dungeons? This system would actually be better for veteran players. Except when you think CoF1 running is “being veteran/ experienced/ efficient/ honed”.
You can’t balance all dungeons and all paths now to the same complexity. Fixed increasement of each dungeonpath would only lead to another path, which gets spammed.
The problem with dungeon design can be fixed by fixing the reward system. Far easier than renewing all dungeons.
@Nretep: I think it would make things a little complicated, Why not have a checkbox that would turn it off or on just like backpieces, helmets, shoulders and gloves?
because you wanted the legendary because of its visual effects. You’re not supposed to turn them off.
so you can run through it four times and get 40s swiftness ?
known, changed this way (from beta) and ignored since.
I can’t test it. I’m reliant on Dueling VII, Inspiration IV and Inspiration X, due to my mantras. And with 15 more points (5 in inspi and 10 in domi) I get +30% damage, I wouldn’t get from 25 pts in illusions. I don’t like the “9% dmg with 3 illusions” trait, but that’s a personal opinion. Instead, I grab the 8% more damage from mantras (and get some prec/ crtdmg).
But yeah, it could be completely different without mantras.
Couldn’t a group run around a dungeon (not "afk) for hours to manipulate this system and cash out enormously?
So you rather group-a#f#k for two hours than run a second path within 20 mins for the same rewards ?
I clearly stated that a#f#k-ing doesn’t pay out since the time is square rooted. Instead of 30 mins a#f#k-ing in CoF, you could run path1 twice within 2×10 mins and receive 74 tokens instead of 64. And since you get more tokens by longer runs, it might players encourage to go something else than just CoF1.
The solutions are:
A.) Drastic changes to CoF P1. Include a more complex gauntlet at the Gate Control part.
B.) Lower reward costs for more difficult dungeons (Arah specifically, considering difficulty is relative). This would allow for less time spent in those dungeons as your reward would get you closer to your item goals in a shorter amount of runs.
Manually adjusting the rewards of dungeons will only lead to further “exploitings”. Currently the player base searched for the shortest path of all dungeons, since the reward is the same and has found CoF1. Adjusting the reward cost would only help until the new “most productive path” has been found. So instead of “fixing” the issue, it’d just be moved to another dungeon.
Let’s start with the fact i don’t understand. Why should we reward people for being sluggish. If i take my team and finish dungeon in hal hour, and someone gets wiped x-times and finishes it in 2 hours, why would he get more tokens than me. It’s not encouraging people to learn mechanics of bosses, while current system is. In my opinion what should be rewarded is not skipping content, clearing trash mobs on the way. This way i would understand why someone who spent 1 hour more than me in dungeon but cleared everything on his way gets more tokens than me.
Also, Arah isn’t hard. It’s just you need practice to master it. And i think every dungeon should have it’s difficulty level. People say Arah is hard because they don’t think, don’t want to learn. Or they are going too tanky – i understand that tou don’t wanna die one hit by lupi but 30k hp and 3k armor at cost of damage isn’t good for pve. Last arah run i did, i dealt more damage to lupi than rest of my team combined (i’m not warrior).
As I said before. The current system is not to encourage players to learn bosses, but to find out the easiest path and spam it. There’s no need to learn any other dungeon in this game, as long as you have CoF1.
And yes, a team which needs longer should be rewarded with more tokens, than an experienced team. This encourages less-dungeon-efficient players. Instead of never inviting them (since you already have your optimized list of dedicated players, never take new players with you, right?), it encourages teaching other players or a new group (never been in there) to explore the dungeons, instead of “no, you must to this to be 2s faster!!11!!!”.
But you’re not wrong either, an efficient group should also be rewarded for being experienced. That means … if you run nothing else but dungeon x path y, you should get more and more rewards. Rewarding for not going into other places … well. But let’s stay at your reasoning. You are rewarded with more time. Done. You can run two paths at the same time a new group runs a single one. And due to calculation, you get ~50% more tokens than them, even when they get “rewarded” for taking longer. But it’s rather “compensated” than “rewarded”.
The square root is not to neglet … guys, learn maths. Half the time means effectively 41% more rewards. (1 / sqrt(1/2) -1).
And I’m not saying arah is that hard. As first timer you might nee a bit more time, but it’s doable. But WHY penalizing new players ? why penalizing going anything but CoF1 ?
Rewards should be based on average group times in the last 24 hours, not merely on your own inability to play efficiently.
So if groups, on average, take 4 hours to complete a dungeon, it should give 4*6=24 times the rewards of a dungeon that takes 10 minutes.
That would be another interesting idea. It’d require more memory and more development. Any change in the dungeon would lead to exploits within the first 24h. Then you’d always have the competive thinking.
Why penalize a new group which wants to explore the dungeon, because the “pros” run this path 10 times a day within 15 mins each? So others have to get lower rewards, because you do nothing else but lower the “average timer” ?
Would you constantly ask players which takes the longest time, so you can beat it and make it worse for others ?
This would be a highly risky system. Might work, but might fail. But would be higly unfair to starters and encourage “partying with better players” – called “eliteism”.
@andrew
Well in dungeons, most mobs outlive phantasms, so the lowered recharge barely helps in the matter “the mobs die to fast, you need to recast on other mobs”.
And yes, some bosses are really anti-phantasms, but that is something all profession have to face. Alpha is especially one of those I’d never want clone-on-dodge on. At least in p1 I can use iDefender and iWarden for a bit damage (and regeneration), but all other ways only work with instant shattering. But as I said … any class will have their disadvantage sometimes.
@LordByon
It’s still a personal matter. I assume your “addition 15% damage” come from phantasmal haste not shattering, confusion or other things from illusion line. Assuming your phantasms live that long, it sure is a buff. So when you argue with “your phants die to fast”, phantasmal haste effect instantly voids. So the recasting argument shares the same fate.
Compared to that, I have 30 points in dueling. So I get additional damage with every mantra I have. Let’s cut the “sometimes I use three mantras” and the “not always are mantras charged” so I have two mantras up and receive a bonus of 8% damage passively. So your 25 pts in illusions give -20% CD and -15% CD compared to 10 points in dueling granting me additional 8% overall damage. Yours is still better, even if I add the 100 prec and 10% critdamage (overall). But the difference isn’t that big anymore leaving out that you compare 25 pts with 10 pts. condition damage is not to neglet either (with sharper images), but that evens out the higher crit rate from phantasms with 100 prec and sharper images.
And when I put the remaining 10 pts into domination I not only get 100 power, but also 15% illusion damage.
So we compare
- 15% illusion damage, 8% overall damage, 100 presonal prec, 10% crit dmg, 100 personal power
- 15% illusion recharge, 20% illusion summoning recharge
since I set 250 malice equal to 100 illusion prec and 100 illusion power, only the personal one is left.
Assuming 15% illusion recharge and 15% illusion damage would be equal (even if obviously illusion damage is better), it’d be
- 8% overall damage, 100 presonal prec, 100 personal power, 10% crit dmg
- 20% illusion summoning recharge
for a mantra user, that is. I choose the first one.
Instead of the current grandmasters in Inspiration line give us “Illusions have a passive regeneration of 10% maxHP/s”
like a dev that enjoys to nerf elementalist
you sure they nerfed the elementalists? wow …
In the meantime someone bought a key ingredient just to resell at more than double cost…
This is the thing to fight that would do something about economy
Cof farmers are not able to have 3-4 precursor as market flippers.
If you think cof is damaging gold value, it has just a small impact compared to what market is doing.
actually, it’s the opposite. In MMORPGs the market is based on the amount of money the game or an average player has. The economy is “destroyed” when too much exists, it’s called inflation. But how do you “create” money in MMORPGs ? Either by direct rewards from mob drops or events or by selling items to an NPC – meaning CoF.
The developers try to counter inflation by taxes. Removing money from the game by taxes or items you sell from a NPC. “Expensive” things you buy from NPCs are higher crafting mats and salvage kits. ANet found them lacking, so the guild (commendation) items also cost up to 5g. Just to remove money from the game.
Now let’s look on TP brokers … they buy from TP and sell on TP. They make the game lose money by paying tax, while increasing price of underpriced items.
You can’t prevent players from becoming brokers in MMORPGs without forbidding trading at all. But you can use them to regulate the market. This is what ANet did.
I haven’t thought of this before. Well, you might be right, new players would be confused by those, but as an “old” player, I still like to check up on them, so …
Instead of completely “removing” them, better make a separator in the category list saing “old” or something comparable. So you can see that you can’t obtain them now/ yet. This also includes halloween, christmas and similar ones. If you choose to reimplement them, just put them in the regular list again.
they should not nerf cof before fixing market manipulation….
People playing with market does 10X a cof runner does with the difference that all their gain is at normal players expenses…….
It’s called “economics”. Do you want to ban trading, buying and selling?
It’s a natural way, even in real life. Buying and selling stocks has high risk and high profit.
ANET could charge a SALES TAX since they charge a listing fee, this would KINDA slow things down on the TP with flippers.
They do. 5% listing fee, 10% sales tax.
Sell for 100 gold, get 85g.
he choose IC. Especially in a phant build, the re-summoning CD is vital.
I’m not sure if this was also included in the sarcasm part.
Resummoning is not vital in phantasm builds. Vital is to keep them alive. And with the 270% HP buff, you don’t need 20% faster summoning. Clones still die easily – especially sword ones. But I have no problem keeping my ranged phantasms up without any CD reduction (exc iWarden and iDefender) or HP increasement (neither trait, nor signet).
The 250 condition damage might be nice for sharper images, but 25% condition duration would do the same. And give you other traits and 250 power … or 100 prec & 10% crit damage.
@starburst
you only get the stat boosts when you have the weapon active. You can’t have both of them active, so it’s like you’re throwing one slot away. And as I said, I don’t have the feeling that I need to cast the iZerker 20% faster, it’s standing there quite a while.
If you’re solo, it might be a different issue. Your phants would’ve a high probability of getting aggro, but in a five man group …
[ Edit ]
I forgot phantasmal haste … so only 15 pts would be wasted ba putting 25 pts into illusion line.
(edited by Nretep.2564)
@starburst
I never recommend a build with two different weapon traits.
@jportell
that’s why I asked him, if he’s using mantras. He said no.
@lordbyron
it’s a different setup you constantly call your phants and shattering them or summon them and try to do other things. Sure, summinging skills and deceptive evasion help your DPS, but building high prec (for sharper images), high power and additional 12% damage from mantra charges may serve different purposes with less stress.
If you don’t like shatters, putting 25 points into illusions are almost like 20 points wasted.
As I’ve posted in another thread:
I thought of a time dependent rwarding system for a long time. 60 tokens for a 10m run is just too much. Then compare it to 2h arah with the same rewards.
But you can’t punish players for being fast and can’t reward players for being away from keyboard (abbr. is censored) in dungeons.
The general reward could be something like this:
X token and Y silver, where
X := round(sqrt( time_needed ) x 1.5 ; 1) ; time_needed in seconds.
Y := round(sqrt( time_needed ) x 0.75 ; 0.01) ; basically half of tokens and rounded to copper.
For additional runs a day, reduce the “1.5” and “0.75” to “0.5” and “0.25”.
so a 10min run in CoF would get you 37 tokens, a 30 min run 64 tokens, a 60 min run 90 tokens and a 2h run 127 tokens. This would nerf CoF runs, but honestly, they deserve it. But it’d buff all other dungeons and get you some rewards for longer paths or longer dungeons.
But there’re also some difficulties with abusing. You could simply a#f#k to increase the counter, so you need some measurements to prevent it
- The first one is the square root. Running CoF thrice within 30 mins rewards you with 3×37 = 111 tokens, while a 30m run only grants you 64, so continuously running dungeons is better than a#f#k-ing to get more tokens.
- Another measurement would be to only count the time when 5 players are in a party (or to allow 4- player runs the max amount of players of the party at the run). So you prevent a#f#k-ing by a single person and then inviting others to complete the dungeon. You could also lower the auto-a#f#k-kick timer in dungeons.
- And as last measurement, you could make a timer for each player. So when a 5 player party kicks one to invite their guildy (unfortunately this happens), the new player only get’s his own in-dungeon time rewarded. In CoF cases it’d equal 2mins —> 16 tokens. And you could also reward the kicked player a bit of compensating tokens. Players which leave the party by themself, should get their time-counter set to 0.
All problems of all dungeons solved.
So … I’m awaiting CoF runners’ complains now.
Instead of nerfing cof p1, they should redo the reward system in dungeons.
Time SHOULD stand parrallel to reward. The more time it takes, the more rewards it yeilds. Thats not to say drag on a path or boss fight to be tedious and reward the players per minute it takes, it means the harder a path is and the more events in it, should reward.
I also thought of this possibility for a long time. 60 tokens for a 10m run is just too much. Then compare it to 2h arah with the same rewards.
But you can’t punish players for being fast and can’t reward players for being away from keyboard (abbr. is censored) in dungeons.
The general reward could be something like this:
X token, where
X := round(sqrt( time_needed ) x 1.5 ; 1) ; time_needed in seconds.
so a 10min run in CoF would get you 37 tokens, a 30 min run 64 tokens, a 60 min run 90 tokens and a 2h run 127 tokens. This would nerf CoF runs, but honestly, they deserve it. But it’d buff all other dungeons and get you some rewards for longer paths or longer dungeons.
But there’re also some difficulties with abusing. You could simply afk to increase the counter, so you need some measurements to prevent it. The first one is the square root. Running CoF thrice within 30 mins rewards you with 3×37 = 111 tokens, while a 30m run only grants you 64, so continuously running dungeons is better than akitteng to get more tokens. Another measurement would be to only count the time when 5 players are in a party (or to allow 4- player runs the max amount of players of the party at the run). So you prevent akitteng by a single person (like when doing sports and macroing the autokick) and then inviting others to complete the dungeon. You could also lower the auto-afk-kick timer in dungeons. And as last measurement, you could make a timer for each player. So when a 5 player party kicks one to invite their guildy (unfortunately this happens), the new player only get’s his own in-dungeon time rewarded. In CoF cases it’d equal 2mins —> 16 tokens. And you could also reward the kicked player a bit of compensating tokens. Players which leave the party by themself, should get their time-counter set to 0.
All problems of all dungeons solved.
(edited by Nretep.2564)
I’d like an option to turn off those footsteps for your own. So I don’t have to see the footsteps of those glowing childs. But this wouldn’t prevent other ppl from seeing “mine”.
And additionally, don’t allow this option for legendary-wielders, they have to see theit footsteps.
Remember to keep aggro on those spawnlocation-maps. If you simply find them and let them reset, they completely reset (disappear). So the finder has to keep aggro. That’s why their time limit has been increased in one of the later patches.
Don’t expect necro specific gear to work well on non-necro classes … It’s an unintentional, tolerated feature.
Remember than Agony reduces your healing by/ to 50%. I assume having two stacks might completely negate your incoming healing.
Imagine Mantra of Pain would inflict Agony, Torment and Pain (damage) …
joke aside …
dragon posted the “usual” mantra burst build for pvp. the three charges and the bonus damage from charged mantras are the key-traits for it.
I use mantras for pve build, and I wouldn’t ditch them anymore. The healing of Mantra of recovery and Mantra of Pain with Restorative Mantras is just too powerful.
The main phantasm (bunker) build is
10/20/0/25/0 +15
Domination: +15% illusion damage.
Dueling: Most ppl choose phantasm fury and deceptive evasion (clone on dodge)
Inspiration: no common choice, but alot useful traits are there
General question:
do you use mantras?
@keenlam
your build is definitly not a non-shatter.
@starburst
yours is kinda similar to mine
@bumbler
I also rarely shatter. Mainly when the mob is about to die, I wanna get rid of my illusions (change of aggro) or coincidently I have all my illusion summoning skills ready to recast them again. But for the last, beware, that “on illusion death” does not trigger there.
My build is
http://gw2buildcraft.com/calculator/mesmer/?4.5|1.1g.h2|c.1b.h1f.d.1o.h9|1g.71h.1n.71h.1n.71h.1g.71h.1n.71h.1g.71h|21k.d1e.21k.d1e.21j.d1e.31k.d1e.21k.d1e.2s.d1e|a3.u17b.0.u4a8.0|54.8|32.3i.36.3d.3q|e
10 (III)/ 30 (I, VII, XI)/ 0/ 30 (IV, X, VIII)/ 0
focussed on damage and insane amount of healing from mantras. On certain bosses, I can change to full reflect (reflect on rev, -20% CD on glamour, focus).
As for deceptive evasion … previously I also loved this ability. Probably from playing alone, but in a party where you barely even shatter, you don’t need it. Since I use mantra for healing, I reduce its CD from 10s to 8s. And as grandmaster I passively receive +8% (/12%) damage.
It’s still the same thing in the end. If you lay down one field, then noone else can do their combo because the finisher will use the oldest field.
The mechanic really needs to be changed for more cooperation among team members instead of first come first served system it’s using right now.
Lol … didn’t you complain that “last used priorizes” is a bad strategy ?
Now you say “first used priorizes” is a bad one. What else will there be ? “second used priorized” ? so much better.
And saying “your finisher priorizes your own field” is pretty much “anti-teamwork”.
Please, suggest a coherent way, as you think it’s a good way. And please to not say “better let us overwrite bad fields”.
As a Mesmer, I hate it.
Scepter Skill 2
for those who don’tknow it, it only inflicts torment on close range. And there, targets won’t follow you. Especially with a weapon which deals more damage in close range.uhhh i think you have that backwards. Close range targets are generally melee, and if u kite via blink or a stealth, they kinda HAVE to follow you or else let you pummel them from a distance. However you are correct that it does have limited effective vs ranged enemies.
You didn’t understand it completely. Torment is useless when inflicted melee range. That means you have to go melee range, inflict it and then run away again. Why not making it ranged to begin with.
And making you force to use a 30s CD skill after a 12s one, is a bad design as well.
But well, well. I tested it again, and the Torment after blocking isn’t (AoE) melee range at all. So even when attacked by range, it’ll still inflict the blocked attack’s owner.
Does it change what I said earlier ?
No
You activate your block, a ranged guy attacks and inflicted with torment. Well, he’s ranged, he won’t have to move.
You activate your block, a melee guy attacks and inflicted with torment. Well, he already hit you in melee, so he doesn’t need to chase you anymore.
Designing it as melee skill or as block skill is pointless the way it is. Especially in PvE where ranged mobs won’t try to move/ dodge. In PvP, you can assume that ranged fighters won’t stand still and attack you.
So in PvE, I’d prefer an anti-torment in Scepters block. Deal double damage if the target does NOT move.
[ Edit ]
I forgot … ANet thinks this is a PvP game …
Well, the tooltip is far from intuitive. But technically correct.
- Torment deals additional 3470 damage.
- Torment deals additional 3470 damage when target is moving.
Implementation is not:
- Double damage for a tick
but
- Double ticks per time
So far,
no bug, working as intended
I would like to see him get a damage buff or something though, or something to give him an offensive element.
+Damage for each boon removed; or +Damage when target has no boons (like Sword’s new #1-3)
Did you try weaponsmithing at the weaponsmithing-station ? Or did you learn a weaponsmithing-recipe and trying to mystically forge it ?
As PvE player:
I’ve always used iDisenchanter. But it’s always been to unreliable to clean my conditions. I use Inspiration IV (condi removal on heal) with healing mantra, which took care of 90% of conditions. If there was a heavy condition boss, I’d take con cleansing mantra in my slot. This sounds like iDisenchanter was not needed, but …
I always put it in my free slot when I expect bosses with boons. cSwords were not reliable due to melee range and GS #3 is too slow. But iDisenchanter took care of any boon. Perfect for bosses like the Ettin in asuran fractal or the boon-tower-golem in CoE. Pretty much “best skill for those”.
But with the new maxHP, I might try it to clean my conditions … but it’d occupy another of my slots, while inspiration IV doesn’t …
List of things you’re not supposed to do:
- do anything with your legendary but equipping
as I said, PvP already has its own build. If you go into the mists, you have a different trait setup. If you change it and go back to lions arch, your PvE traits haven’t changed.
Wow … 35 replies and only 2 of them knew that combo fields do not overwrite each other …
And yes, I’ve tested it myself. Two feedbacks at the same target. The later one gets the reflects credited, the first gets the combo field credited.
But at least anyone get his complain out
If you actually mean “PvP”, you’re wrong. PvP and PvE do have unrelated trait builds. WvW and PvE share the same one.
If you mean WvW, it’s been suggested multiple times before.
Maybe it’s linked to the Water Runes #6 effect not working …
The reason why AOE loot takes the lowest priority on the interact function is to not interfere with other mechanics. You will notice things like banners and turrets already have priority over loot when pressing F so that when you are fighting you do not have trouble picking those up instead of looting.
What I find most noticeable is that looting is higher priority than ressing.
Imagine there’s a fully dead player on your loot in WvW and you see a zerg running towards you …
Looting is instant … you can instantly revive after looting. But the reverse it not possible.
But having the Revive as higher priority than other things might cause other issues. Like when the hammer wielder in fractals dies …
Maybe they should add a fourth chainhit to the scepter and make it the same as the third hit. This could revive the scepter.
After the patch notes, I don’t know if I should use sword or scepter … I’d like a third choice … and I don’t want to ditch the focus. Maybe fist/focus now ?
Throw a Berserker at a target dummy. During his rest have a Guardian use the staff 12 stacks of might buff and then use Signet of Inspiration, that should be a quick 24 stack for the Phantasm and make an obvious difference in his dmg numbers.
Beware that Might (stacks) on you should also increase your phantasms’ damage, since they inherit your Power.
I’m fine without fast ground targeting – just because I can’t aim cause I find it hard to guess the max distance. Now an option like this would be nice… would make me use fast ground targeting.
as the TS said … just press the button twice. So you can control to either fast cast (pressing twice) or “slow cast” press once and use your mouse.
But if you’d use the “pressed down <> pressed up”, you’re force to release your spell (unless you keep your button pressed for the whole time).
Also I’d like(even for non fast ground targeting) an option to see the max range of skills – like in an RTS. For all skills.
Make an “eye” button(very small) above your 1-5 – default on 1 autoattack showing a circle around you.
Especially important for other skills that are ground targeted(at other slots or 1-5 especially if you use grenade kit).
This should show where you can move your mouse max… meaning if you move your mouse to the circle(max range) it will still hit a bit further cause of the AoE radius(but that is not a problem – knowing how big the radius is is much easier).
A easier-to-implement, less visual-disturbing and for other uses would be to display the range from your target (to you) as number.